IRC logs for #openttd on OFTC at 2023-03-03
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05:12:19 <pickpacket> I need to convert two stations and the really long track between them from electric rail to maglev... there are 80+ trains on that line
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05:19:48 <pickpacket> depots don't show how many trains are currently in them
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13:42:09 <Xarick> I'm so happy I was able to rebase
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14:19:37 <pickpacket> You have every right to be happy :D
14:48:31 <Eddi|zuHause> wasn't that a meme song like 10 years ago?
14:51:34 <Eddi|zuHause> well, 2 years didn't happen.
14:52:29 <petern> And she's still only 25...
14:56:26 <Xarick> wow AAAHogEx version 27 is out
14:56:35 <Xarick> mass ships, this AI knows how to terraform
14:57:42 <Xarick> also mass buoys, this guy gonna need more stations just because of buoys alone
14:59:15 <Xarick> the most complete AI to date
15:00:49 <Xarick> and I thought ShipAI was great
15:01:02 <Xarick> this one is just better, it's also impressive at it
15:14:35 <Xarick> looks like ShipAI masses ships faster
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15:19:49 <petern> Me: Split the class into smaller files, it'll be better...
15:19:49 <petern> Me later: "11 changed files with 761 additions and 377 deletions"
15:21:26 <petern> 40-50 lines of boiler-plate dependency injection for each new class, plus registering each class... Oof.
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15:56:06 <Rubidium> more code more better, right?
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16:52:00 <Eddi|zuHause> if you get paid per line
16:53:59 <petern> This is more code due to creating an interface and implementing it, instead of calling different methods that all existed in one class.
17:19:19 <TallTyler> What fortuitous timing, I'll link that in my #10531 review 🙂
17:20:39 <LordAro> on a related note, gitlab cannot automatically rebase on merge. if your branch is behind the target at all, it'll refuse to do anything
17:20:55 <LordAro> this is super irritating, especially if your pipeline is on the order of hours rather than minutes
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17:23:22 <glx[d]> annoying indeed, luckily github nicely supports that
17:23:54 <LordAro> (guess what we've just switched to at work)
17:26:01 <LordAro> although it does (natively) do "merged pipelines" (merge request + main merged together), and "merge trains" (a chain of MRs that are all built together and auto merged in turn, with automatic removal of one from the middle if it interacts poorly)
17:26:17 <LordAro> but it only works with a merge commit workflow
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17:51:20 <LordAro> good response TallTyler
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18:12:03 <glx[d]> far from being finished 🙂
18:18:57 <Xarick> how do i split a commit into parts
18:19:59 <LordAro> generally speaking, "git reset HEAD~ --soft" to undo the commit, (then unstage), then select pieces as needed
18:20:57 <Xarick> git add -p does what? the guide isn't too clear
18:20:58 <TallTyler> `git gui` is also quite helpful
18:21:16 <TallTyler> You can amend a previous commit and unstage parts of it, then restage and recommit
18:21:20 <TallTyler> I use it all the time
18:21:34 <petern> You can stage parts of changes with VS Code as well, but git gui is my normal tool too.
18:22:39 <Rubidium> Xarick: step #0 is tagging or making a new (throw away) branch before doing something like that, so you can quickly go back to the previous situation if it failed
18:24:01 <glx[d]> yeah backup before doing anything
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18:33:27 <JGR> Even if you make a hash of things you can get back to where you were with got reflog
18:44:41 <DorpsGek> - Update: Translations from eints (by translators)
18:44:44 <Xarick> You have uncommitted changes in your working tree. Please, commit them
18:44:44 <Xarick> first and then run 'git rebase --continue' again.
18:45:41 <Xarick> How do I create a commit at this point
18:46:31 <Xarick> oh, only command line? 😦
18:46:49 <TallTyler> Git GUI has a user interface you can use for this
18:47:11 <TallTyler> Just type `git gui` into the command line to launch it
18:48:06 <Xarick> says rebase in progress
18:49:25 <Xarick> ah, git gui, never tried this one
18:49:33 <Xarick> yeah this one allowed me to commit
19:12:32 <petern> Oh yeah, new Mandalorian to watch.
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19:51:22 <Xarick> i have more typos to fix
19:51:52 <Xarick> found them while I was rebasing my ai/gs gui branch
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20:45:31 <dP> btw, error location should eventually go into CommandCost as well imo
20:46:13 <TallTyler> As a future addition to the game, or relevant to this PR?
20:46:41 <dP> just a thought for the future
20:46:54 <dP> only relevant to this PR in a way that you can't add location to a constant
20:47:05 <dP> but there already is CMD_ERROR or whatever is it called
20:51:42 <Xarick> is a missing tab space a typo or a codechange?
20:51:57 <Xarick> i dunno which commit this change goes to
20:53:15 <Xarick> - ShowScriptSettingsWindow((CompanyID)this->selected_slot);
20:53:20 <Xarick> + ShowScriptSettingsWindow(this->selected_slot);
20:53:36 <Xarick> is this also a typo? or goes into simplify code commit?
21:05:02 <Xarick> when an expression is continued on the next line, how many tab spaces indents ? 1 or 2?
21:06:39 <Xarick> ` new_val = this->clicked_increase ?
21:06:39 <Xarick> std::min(config_item.max_value, new_val + config_item.step_size) :
21:06:39 <Xarick> std::max(config_item.min_value, new_val - config_item.step_size);`
21:07:38 <Xarick> okay, then I failed on the first commit
21:08:53 <Xarick> and the spacing is really tab, not spaces?
21:09:03 <Xarick> cus i see some weird stuff
21:09:26 <Xarick> IsEditableItem has a mix of tabs and spaces
21:21:22 <Xarick> im terrible at this job
21:21:40 <Xarick> i continue to mix up typos with code changes
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21:54:10 <qwebirc21899> trying to host linux based openttd server
21:54:50 <qwebirc21899> its running but having issues
21:58:50 <Xarick> CluelessPlus had a crash, a strange one
22:03:17 <Xarick> doing some math on text strings? weird stuff
22:04:23 <Xarick> local i = startidx == null? string.len() - 1 : startidx;
22:04:59 <Xarick> so string.len() crashes
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22:05:56 <Rubidium> because of a bug in your branch?
22:06:48 <TallTyler> #10519 is ready for review! 😄
22:07:11 <Rubidium> at least when the compat_1.2.nut on line 92 is right...
22:07:23 <Xarick> never seen an error coming from superlib itself
22:08:03 <Rubidium> as in master that's only 35 lines for AI or 50 for GS
22:08:23 <Xarick> ah, its probably the Slow valuate
22:11:28 <Xarick> main:210 list.Valuate(Connection.IsVehicleToldToUpgrade);
22:11:40 <Xarick> yeah, it's the slow valuate in action
22:13:38 <Xarick> connection:2343 local str = Data.ReadStrFromVehicleName(vehicle_id);
22:13:57 <Xarick> yeah, vehicle_id must have been autoreplaced
22:14:17 <Xarick> this one then becomes invalid
22:14:41 <Xarick> autoreplace is a curse!
22:15:29 <Xarick> vehicle is stopped in depot
22:16:11 <Xarick> so,.. this would probably also crash if using the real Valuate
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22:16:22 <Xarick> must investigate further
22:20:32 <Xarick> ah, no, it's getting a list of all vehicles
22:20:40 <Xarick> not necessarily stopped in depot
22:23:13 <Xarick> so when the list was created, the vehicle_id was valid, then slow valuate took action, and some time after, when iterating that same vehicle, it was already gone, probably autoreplaced because I didn't set up trains for AIs on this game
22:23:30 <Xarick> it was autoreplace all along
22:23:37 <Xarick> combined with slow valuate
22:24:11 <dP> TallTyler: no overbuilding, and much better approach to automatic orientation
22:24:57 <Xarick> click, then move to the other tile for orientation?
22:25:22 <dP> no, it just automatically snaps to nearest rail
22:25:40 <dP> but you can rotate with mmb if you don't like it
22:27:22 <TallTyler> Your overlay palette recolours are really nice
22:27:48 <dP> overbuilding and removal with rails in that pr are nice though
22:27:55 <Xarick> i thought it was an image :9
22:27:58 <TallTyler> I'm still wishing for shaded trees on hillsides but there's so much work to make that happen in vanilla 🫠
22:28:10 <dP> TallTyler: yeah, but it's a huge change to do right
22:28:17 <dP> especially with new command system
22:28:33 <dP> I basically had to rewrite it all
22:29:42 <dP> and never did proper recolouring in a first place :p
22:40:40 <JGR> TallTyler: It's not that big really
22:41:19 <JGR> The only tricky bit is extra blitter modes
22:44:06 <Xarick> AdmiralAI has crashes related to indexes in tables
22:44:15 <Xarick> I wonder if i can fix this
22:45:03 <Xarick> local man = ::main_instance._town_managers[town];
22:45:14 <Xarick> what is ::main_instance?
22:46:43 <Xarick> it's a town, how could it not exist?
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22:47:43 <Arastais> dP: damn, this gives me RCT2 vibes
22:50:29 <Xarick> > ` foreach (town_id, dummy in town_list) {
22:50:29 <Xarick> > this._town_managers.rawset(town_id, TownManager(town_id));
22:51:07 <dP> JGR: much better to implement LUTs though as that would allow many other cool features
22:51:16 <Xarick> _town_managers[town] doesn't seem like the correct way to access an item from a table
22:51:31 <Xarick> or maybe it's ::main_instance
22:52:46 <Xarick> my AI creates new towns
22:53:01 <Xarick> AdmiralAI constructed a list of towns at the start, but never updated it
22:53:25 <Xarick> so when it creates a new list and check the index against the index in town_managers, it doesn't exist!
22:53:55 <Xarick> who would have thought creating new towns would crash AdmiralAI
23:06:55 <Xarick> last screenshot of the day
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